local Vector = require('Vector') local Matrix = require('Matrix') local FPSCamera = require('FPSCamera') local model = Matrix.Mat4.eye() honey.input.key.bind(honey.input.key.escape, honey.exit) local vertex_shader = [[ #version 330 core layout(location = 0) in vec3 position; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * vec4(position.xyz, 1); } ]] local fragment_shader = [[ #version 330 core uniform vec4 base_color; out vec4 color; void main() { color = base_color; } ]] local shader = honey.shader.new(vertex_shader, fragment_shader) local plane = honey.primitives.cube(10,10,10) local color1 = Vector.Vec4.new{1,0,0,1} local color2 = Vector.Vec4.new{0,0,1,1} local color = Vector.Vec4.new() local total_time = 0 function honey.update(dt) total_time = total_time + dt color1:lerp(color2, 0.5*(math.sin(math.pi*total_time)+1), color) end function honey.draw() FPSCamera:update() honey.shader.set_mat4(shader, 'model', model.array) honey.shader.set_mat4(shader, 'view', FPSCamera.view.array) honey.shader.set_mat4(shader, 'projection', FPSCamera.projection.array) honey.shader.set_vec4(shader, "base_color", color.array) honey.mesh.draw(plane, shader) end